Yes, we will implement that. The problem is coding the force feedback system itself, since Torque3D does not come with any force feedback functionality. From there we can simply pull the forces from the tie rods to make realistic force feedback (like what Live for Speed does).
I read on another thread it was on your list, I am excited for it. Until then I will keep playing with the controller, loving it even now. I have played a lot of lfs, and it has very good force feedback, so if you can replicate that the game will be set.
Just thought, is aerodynamics fully working or it will in the future? Top speed doesn't changed on car with smashed front-end. And damaged parts, like hood, don't react even on 250km\h.
I think they have to update that. And with one of the cars (or more?), I can change directions in air by turning the wheel. I have captured it, will upload in another thread (or here if interested). But will be later.
Good thinking but first off, you wreck a car in beam. Ok. Show another car doing the same thing to prove it. Otherwise then nice try
For those interested, last week I drove down the road featured in my first video. I used my video glasses and an externally mounted Mobius camera capturing wheel movement and the video is uploading as I write this message. I will post the video once it has completed. you guys have had some interesting contributions, some more than others and of course since there have been a few updates since my original video I'm intending to capture a series of driving conditions that are comparable. So speed, obstacle dimensions, camera angle (as close as possible) and driving angle to be the same in game and real life. Of course I am using my own car, so I wont be doing any driving that would be likely to damage the car, but different terrain and road conditions will be covered as best as I can. Any suggestions are welcome. - - - Updated - - - Part 2. This shows a range of speeds up to 60mph on country lanes and 'A roads' in the UK. It is the same route taken in my first video but shows wheel travel during the drive.
I Agree with the handling issues being control oriented not simulation oriented. A good example is watch grant on mythbusters try to drive a real car using a controller. He has harder time for sure. Other games make up for this difficulty by changing the way the cars handle to work better with controllers. BeamNG isn't going to do that at I am glad they are sticking with their true simulation guns.